Video: What 360 Streaming Can Deliver That Other Media Can't
Learn more about 360 VR streaming at Streaming Media West
Read the complete transcript of this clip:
Edwin Rogers: Some people think 360 video is gimmicky, but I believe can also add an extremely engaging experience. To change this perception, the quality needs to rise.
I did a three hour live stream of the Women's March, for example, right after the inauguration, that had 3.5 million views on Facebook alone. There were 20,000 people sharing it. The comments were explosive. I was literally under the stage there, watching this all happen.
Afterwards, people told me, “I felt like I was looking at a window into something that's happening right then and there. But, I could also control the camera, and pick what vantage point, and look at different things.”
I think that one of the weaknesses of 360, is that you watch it for five minutes, and you're like, “Okay, Eiffel Tower, I saw that. I did VR. I can check that off my bucket list.” That's the way people think.
But what we're developing is a tool to have live two-way conversations. It's not like you're engaging with a one-to-many, but a one-to-one in a way that you are literally in a room in Paris, while you're in New York. Being in two places in the same time--there is no other medium that makes that possible in a visceral way.
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Scott Mayerowitz, Digital Storytelling Editor at the Associated Press, breaks down the differences between "VR/Virtual Reality" and "360," two terms often used interchangeably.
Jaunt VR's Grant Anderson discusses the length limitations of VR viewing, given the current state of headsets and more, and how that affects content development.
Drea Bernardi of AOL Partner Studios discusses the new approach to visual storytelling demanded by VR production in this excerpt from her presentation at Streaming Media West 2016.
Wowza's Ryan Jespersen outlines the workflow for streaming live 360° and virtual reality video from capture to ingest to stitching to delivery.
Frost & Sullivan's Avni Rambhia discusses issues with latency, bandwidth, user experience, encoding, reach, and quality facing content creators as they make the leap into live VR.